Thank you. I downloaded it and managed to extract it in .d file. Unfortunately I can't upload it because of error with sign limit. I'm not allowed to send attachments. Here is at the least file which replaces Kagain's creature dialog:

IF ~ Global("Z!Aval_TsukiName","GLOBAL",2)~ THEN BEGIN 0 // from: SAY #47142 /* ~Tsuki! Go out there and show yourself to the enemy!~ */ IF ~~ THEN DO ~SetGlobal("Z!Aval_TsukiName","GLOBAL",4)~ EXTERN ~AVAL01J~ 182END

IF ~~ THEN BEGIN 1 // from: SAY #47144 /* ~Cause you go out there and we'd be 'mooning' the enemy.~ */ IF ~~ THEN EXTERN ~AVAL01J~ 183END

The name of the dialog file was the key. I was able to search on that and I found the problem! The authors of MotSC are using the StartDialog() command. For example, see the actions in the following script block from AVAL01.BCS:

137 StartDialog(S:DialogFile*,O:Target*)This action instructs the active creature to start the specified dialog with the specified target. The dialog can be initiated from a distance and must have at least one state with all its top level conditions true else it will not initiate. The active creature has its dialog file permanently set to the file specified by the DialogFile parameter.

I assume the author of MotSC thinks StartDialog() functions like StartDialogOverride(), which does not change the creature's dialog file. Unfortunately, StartDialogOverride() is not available for BG1, so you can't just change the StartDialog() commands to StartDialogOverride() and have it work in BG1 (that would work in Tutu/BGT/BGEE). To maintain BG1 compatibility, the author of MotSC will need to rewrite these dialogs.

At this point, you need to bring this to the attention of the MotSC author(s). They need to fix the StartDialog() problem.

Ugh, for the love of Baldur's gate, why I can't just one time have stable and bug free enjoyable playing experience? Searching for and signing on non English forum hardly seems an appealing idea but I will see what I can do. Thank you very much both of you for your help and assistance.

Greenhorn, if you like I can redirect this conversation to a Children of Bhaal forum, which the author of MotSC visits from time to time. There is a dedicated subforum for this mod which Zed Nocear checks from time to time for bug reports.Edit: and done: http://athkatla.cob-bg.pl/viewtopic.php?p=128573#128573

Greenhorn, if you like I can redirect this conversation to a Children of Bhaal forum, which the author of MotSC visits from time to time. There is a dedicated subforum for this mod which Zed Nocear checks from time to time for bug reports.Edit: and done: http://athkatla.cob-bg.pl/viewtopic.php?p=128573#128573

Well, I'm aware that this is not the place to post this but TWM turns out to be somewhat of disappointment. Putting 3 skeleton warriors, 2 skeleton warrior archers and shade spider on doorstep of Thalantyr's abode ( and cursing and poisoning Ann'Ammorth, but OK, that is at least plot devised )when you exit from there is... ridiculous to choose the word carefully, and putting that in core components even more so. I don't know how I survived the encounter but JahKhal duo was dead after one round. Hope that the author/s will see this and concede that putting such surprises on the very doorstep of FAI ( unrealistic to say the least ) and High hedge are not "challenging" and "cool novelty" but serious flaw in mod design.

I assume the author of MotSC thinks StartDialog() functions like StartDialogOverride(), which does not change the creature's dialog file. Unfortunately, StartDialogOverride() is not available for BG1, so you can't just change the StartDialog() commands to StartDialogOverride() and have it work in BG1 (that would work in Tutu/BGT/BGEE). To maintain BG1 compatibility, the author of MotSC will need to rewrite these dialogs.

It was exactly as AstroBryGuy wrote. At least I know now, what is wrong and can correct that.

Well, I'm aware that this is not the place to post this but TWM turns out to be somewhat of disappointment. Putting 3 skeleton warriors, 2 skeleton warrior archers and shade spider on doorstep of Thalantyr's abode ( and cursing and poisoning Ann'Ammorth, but OK, that is at least plot devised )when you exit from there is... ridiculous to choose the word carefully, and putting that in core components even more so. I don't know how I survived the encounter but JahKhal duo was dead after one round. Hope that the author/s will see this and concede that putting such surprises on the very doorstep of FAI ( unrealistic to say the least ) and High hedge are not "challenging" and "cool novelty" but serious flaw in mod design.

I apologize for the disappointment but this is very rare bug, which I can't reproduce and have no idea how to correct. Danger night creatures should be spawned intended in wilderness ONLY.

Well, High hedge is in the middle of the nowhere. But five skeleton warriors on 3-4 level party on the doorstep of the building in which you cannot rest is pure overkill. I found couple of more things, I uninstalled BG1 quest fixes component because Reevor didn't recognized that I killed those fearsome beasts. On second attempt without it everything gone smoothly. Also component " experience from learning arcane spells " only gives xp for MEMORIZED new spells aka when you learn new spell you must memorize it to get experience from it. Important detail which was omitted from component description. Ann'Ammorth desperately want something to tell me, he often tries to initiate dialogue without result. His current dialogue is AMORTHJ. Now I really must to stop writing about your mode in this forum, I don't want to offend and appear ungrateful after all help and assistance. Best of luck on correcting of the mistakes and perfecting this very interesting mod. P.S. I'm sincerely assure you that I am no Valghern.

There is no Shilo Chen encounter in NTotSC. There are traces in the files, but it's not implemented, so the FORBID_FILE should be removed. EDIT: I wrote this with only the BGT/BG:EE/EET version in mind, so please ignore.

There is no Shilo Chen encounter in NTotSC. There are traces in the files, but it's not implemented, so the FORBID_FILE should be removed.

Are you sure of this Jastey? I encountered Shilo Chens twins numerous times, UB variant in some tavern or the other in Baldur's gate and his female counterpart from NTotSC before the bridge that leads in BG. Maybe something was changed in newer versions of NTotSC ( dependent of platform maybe)?

Ah, I apologize. It is well possible it's included into a BG1-version of NTotSC. I forgot my revised version is only BGT/BG:EE/EET compatible. In this version, the Shilo Chen encounter is not integrated.

Ah, I apologize. It is well possible it's included into a BG1-version of NTotSC. I forgot my revised version is only BGT/BG:EE/EET compatible. In this version, the Shilo Chen encounter is not integrated.

I previously had a report that the old dump-everything-in-the-override version of NTotSC did have a Shilo Chen. It used the original SHILOC.CRE, so I couldn't do a check on the CRE file. I had to use the NTotSC backup of dialog.tlk.

I previously had a report that the old dump-everything-in-the-override version of NTotSC did have a Shilo Chen. It used the original SHILOC.CRE, so I couldn't do a check on the CRE file. I had to use the NTotSC backup of dialog.tlk.